Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins |
Autore | Watkins Adam |
Edizione | [1st edition] |
Pubbl/distr/stampa | Waltham, MA : , : Focal Press, , 2012 |
Descrizione fisica | 1 online resource (436 p.) |
Disciplina |
006.6/96
006.696 |
Soggetto topico |
Computer animation
Three-dimensional display systems |
ISBN |
1-136-14709-8
1-136-14710-1 1-280-58187-5 9786613611659 0-240-82045-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework Chapter 6: Material Creation and Texture Painting |
Altri titoli varianti | Getting started in three-D with Maya |
Record Nr. | UNINA-9910790467103321 |
Watkins Adam
![]() |
||
Waltham, MA : , : Focal Press, , 2012 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins |
Autore | Watkins Adam |
Edizione | [1st edition] |
Pubbl/distr/stampa | Waltham, MA : , : Focal Press, , 2012 |
Descrizione fisica | 1 online resource (436 p.) |
Disciplina |
006.6/96
006.696 |
Soggetto topico |
Computer animation
Three-dimensional display systems |
ISBN |
1-136-14709-8
1-136-14710-1 1-280-58187-5 9786613611659 0-240-82045-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework Chapter 6: Material Creation and Texture Painting |
Altri titoli varianti | Getting started in three-D with Maya |
Record Nr. | UNINA-9910799920803321 |
Watkins Adam
![]() |
||
Waltham, MA : , : Focal Press, , 2012 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins |
Autore | Watkins Adam |
Edizione | [1st edition] |
Pubbl/distr/stampa | Waltham, MA : , : Focal Press, , 2012 |
Descrizione fisica | 1 online resource (436 p.) |
Disciplina |
006.6/96
006.696 |
Soggetto topico |
Computer animation
Three-dimensional display systems |
ISBN |
1-136-14709-8
1-136-14710-1 1-280-58187-5 9786613611659 0-240-82045-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework Chapter 6: Material Creation and Texture Painting |
Altri titoli varianti | Getting started in three-D with Maya |
Record Nr. | UNINA-9910814095803321 |
Watkins Adam
![]() |
||
Waltham, MA : , : Focal Press, , 2012 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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Getting started with Lumion 3D / / Ciro Cardoso |
Autore | Cardoso Ciro |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (134 p.) |
Collana | Community experience distilled |
Soggetto topico |
Computer animation
Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-950-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: What is Lumion?; Lumion background; Why use Lumion?; What can we get from Lumion?; Differences between the several versions of Lumion; Importing our 3D models; Workstation specifications; Lumion's 3D interface; A look into the New tab; Exploring the Home tab; The Examples tab; The Load scene and Save scene tabs; The Import full scene and Export full scene tabs; Quick start; Importing the model; Working with Layers; Applying materials; Controlling the weather
Changing the landscapeAdding objects; The Photo mode; The Movie mode; Saving your scene; Summary; Chapter 2: Preparing the Scene; Need help with modeling?; Modeling for visualization; Preparing CAD drawings; Modeling with SketchUp, 3ds Max, and Maya; The importance of detailing; Adding detailing using bevel edges; Adding detailing; Using additional models; The importance of materials; Common issues; Summary; Chapter 3: Creating Materials; Lumion materials; The Properties menu; Placing the texture; The Textures and Advanced options menus; The Custom menu; The Invisible material The Landscape materialCreating materials in Lumion; Summary; Chapter 4: Working with Lumion; What is COLLADA?; Exporting from SketchUp; Exporting from 3ds Max; Exporting animations; Exporting from other 3D software; Working with Lumion; Summary; Chapter 5: Building the Environment; Modeling the landscape; Sculpting the landscape; Modifying the terrain; Creating a heightmap; Changing the landscape's material; Adding a water plane; Creating an ocean; Setting up the weather; Populating your scene; Adding trees, people, and other models; Using sounds; Special effects; Summary Chapter 6: Preparing the RenderThe key aspects of composition; The importance of framing; The rule of thirds; Exporting an image with the Photo mode; Creating a video with the Movie mode; Summary; Chapter 7: Post Production; Post production; Working with an image; Working with layers; Using different blending modes; Adding the specular map; Accurate selection with material ID; Adding contrast using a lighting map; The sky alpha map; The importance of adjustment layers; Working with Curves; Applying lens effects; Chromatic aberration with Photoshop; A little bit of sharpness; Depth of field Final touch with noise and vignetteSummary; Index |
Record Nr. | UNINA-9910453545003321 |
Cardoso Ciro
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Birmingham : , : Packt Publishing, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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HLSL development cookbook [[electronic book] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 |
Autore | Feinstein Doron |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (224 p.) |
Disciplina | ELECTRONIC BOOK |
Soggetto topico |
Computer graphics
Rendering: computer graphics Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN | 1849694214 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910462931803321 |
Feinstein Doron
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||
Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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HLSL development cookbook [[electronic resource] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein |
Autore | Feinstein Doron |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (224 p.) |
Disciplina | ELECTRONIC BOOK |
Soggetto topico |
Video games - Programming
Computer graphics Three-dimensional display systems |
ISBN | 1-84969-421-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910786945003321 |
Feinstein Doron
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Birmingham, : Packt Pub., 2013 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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HLSL development cookbook : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein |
Autore | Feinstein Doron |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (224 p.) |
Disciplina | ELECTRONIC BOOK |
Soggetto topico |
Video games - Programming
Computer graphics Three-dimensional display systems |
ISBN | 1-84969-421-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- HLSL Development Cookbook -- Table of Contents -- HLSL Development Cookbook -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Forward Lighting -- Introduction -- Hemispheric ambient light -- Getting ready -- How to do it... -- How it works... -- Directional light -- Getting ready -- How to do it... -- How it works… -- There's more… -- Point light -- Getting ready -- How to do it... -- How it works… -- Spot light -- Getting ready -- How to do it... -- How it works… -- Capsule light -- Getting ready -- How to do it... -- How it works… -- Projected texture - point light -- Getting ready -- How to do it... -- How it works… -- Projected texture - spot light -- Getting ready -- How to do it... -- How it works… -- Multiple light types in a single pass -- Getting ready -- How to do it... -- How it works… -- There's more… -- 2. Deferred Shading -- Introduction -- GBuffer generation -- Getting ready -- How to do it... -- How it works... -- There's more... -- GBuffer unpacking -- Getting ready -- How to do it... -- How it works… -- Directional light -- Getting ready… -- How to do it... -- How it works… -- Point light -- Getting ready -- How to do it... -- How it works… -- Capsule light -- Getting ready… -- How to do it... -- How it works… -- Spot light -- Getting ready -- How to do it... -- How it works… -- 3. Shadow Mapping -- Introduction -- Spot light PCF shadows -- Getting ready -- How to do it... -- How it works... -- There's more.
Point light PCF shadows -- Getting ready -- How to do it... -- How it works... -- There's more… -- Cascaded shadow maps -- Getting ready -- How to do it... -- How it works… -- PCF with varying penumbra size -- Getting ready -- How to do it... -- How it works… -- There's more… -- Visualizing shadow maps -- Getting ready -- How to do it... -- How it works… -- 4. Postprocessing -- Introduction -- HDR rendering -- Getting ready -- How to do it... -- How it works... -- There's more… -- Adaptation -- Getting ready -- How to do it... -- How it works… -- There's more… -- Bloom -- Getting ready -- How to do it... -- How it works… -- Distance depth of field -- Getting ready… -- How to do it... -- How it works… -- Bokeh -- Getting ready -- How to do it... -- How it works… -- 5. Screen Space Effects -- Introduction -- Screen space ambient occlusion -- Getting ready -- How to do it... -- How it works… -- Lens flare -- Getting ready -- How to do it... -- How it works… -- There is more… -- Screen space reflections -- Getting ready -- How to do it... -- How it works… -- Screen space Sun rays -- Getting ready -- How to do it... -- How it works… -- 6. Environment Effects -- Introduction -- Dynamic decals -- Getting ready -- How to do it... -- How it works… -- There's more… -- Distance/Height-based fog -- Getting ready -- How to do it... -- How it works… -- Rain -- Getting ready -- How to do it... -- How it works… -- Index. |
Altri titoli varianti | High-level Shader Language development cookbook |
Record Nr. | UNINA-9910823506103321 |
Feinstein Doron
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Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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I3D 2017 : proceedings, 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games : San Francisco, California, USA, February 25-27, 2017 / / general chairs, Adam Bargteil, Kenny Mitchell ; sponsored by ACM SIGGRAPH |
Pubbl/distr/stampa | New York : , : ACM, , 2017 |
Descrizione fisica | 1 online resource (161 pages) |
Disciplina | 794.8 |
Soggetto topico |
Video games
Computer graphics Three-dimensional display systems |
ISBN | 1-4503-4886-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti |
Interactive three dimensional 2017 : proceedings, 21st Association for Computing Machinery Special Interest Group on Computer Graphics and Interactive Techniques Symposium on Interactive 3D Graphics and Games : San Francisco, California, USA, February 25-27, 2017
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Proceedings of the 21st Association for Computing Machinery Special Interest Group on Computer Graphics and Interactive Techniques Symposium on Interactive three dimensional Graphics and Games |
Record Nr. | UNINA-9910376442703321 |
New York : , : ACM, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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IC3D : 2017 International Conference on 3D Immersion : proceedings : 11-12 December 2017, Brussels, Belgium |
Pubbl/distr/stampa | New York : , : IEEE, , 2018 |
Descrizione fisica | 1 online resource (145 pages) |
Disciplina | 621.3815422 |
Soggetto topico | Three-dimensional display systems |
ISBN | 1-5386-4655-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910251443603321 |
New York : , : IEEE, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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IC3D : 2017 International Conference on 3D Immersion : proceedings : 11-12 December 2017, Brussels, Belgium |
Pubbl/distr/stampa | New York : , : IEEE, , 2018 |
Descrizione fisica | 1 online resource (145 pages) |
Disciplina | 621.3815422 |
Soggetto topico | Three-dimensional display systems |
ISBN | 1-5386-4655-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996280898303316 |
New York : , : IEEE, , 2018 | ||
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Lo trovi qui: Univ. di Salerno | ||
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